Make cyst cost more if they are placed in powerd rooms.
Hunter.S.T.
Join Date: 2012-05-26 Member: 152596Members
Hi, as title really :)
If cysts cost more when placed in a teritory that has power, and cost less in areas which dont have power, then aliens would be able to cyst their own hive easily, whilst not being able to easily cyst spam into marine start for a prolonged period.
It would also create more of a purpose for skulks to attack power nodes, which are more often that not left.
Best regards,
Hunter
If cysts cost more when placed in a teritory that has power, and cost less in areas which dont have power, then aliens would be able to cyst their own hive easily, whilst not being able to easily cyst spam into marine start for a prolonged period.
It would also create more of a purpose for skulks to attack power nodes, which are more often that not left.
Best regards,
Hunter
Comments
I rather like the first statement, but again, how do you tell the player this? I think it would just confuse the Khamm as to why their energy was drastically drained - they probably wouldn't even notice that it was for placing cysts in a room.
Alien comm could still cyst into powered room...but skulks would have to take down power to keep the room built up?
Is that okay?
HI, thanks for asking - no, its not. Cyst spam is over powerd, it causes lag, its not an enjoyable way to win a match, and its not an enjoyable way to loose a match. The general consensus amoungst players is that "something" must be done, hence we have suggestions abot what that something might be.
TO be honest internet explorer, your post is utterly unhelpful to anyone, i cant think why you made it, or what your point is, other than to try and annoy other users posting in the thread.
e2a: althought looking over your posts on the forums, i guess this is exactly what should be expected of you, as you seem to be derisivie of any suggestions that come from the commuinity, unless that are one of the hundreds of suggestions youve made.
However, it really does become an issue when trying the cheeky early relocate, say with aliens in ore extraction, and marines attempting a crushing relocate.
If cysts cost more to spam into the crushing relocate, the alien commander could try it, but it would seriously reduce his ability to cap resources and spread over the map, and he would be forced eventually to cease his cyst spamming due to lack of res, or due wanting greater map control.
As it is, i just tried a crushing relocate, the alien commander spammed cysts non stop until marines had grenade launchers, then he only spammed during alien attacks.
Thank gawd. I always found it frustrating to not know how much energy I had at my disposal.
I wonder if this means "abilities" like observatory-scan and nutrient-mist will cost Tres to use?
I wonder if this means "abilities" like observatory-scan and nutrient-mist will cost Tres to use?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, exactly. Tres production will double (1 per rt per 4s, current is 8s). I believe medpacks and ammo will be on tres. So the marine comm has to choose between spamming medpacks for a push or saving for tech. The better his team does will require fewer medpacks, ie teching faster. Aliens will be the same way. The better the team performs at protecting cysts means the aliens can tech quicker. And later in the game, the khamm will have to choose between spamming cysts or building more stuff (whips, crags, etc). In b209, the khamm is just like "lol I have 300 energy, inc cysts" because energy has no real use aside from cysts.
Sounds fair?